Asken Iras

NonbinaryRobot

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Created
4 years, 8 months ago
Creator
NonbinaryRobot
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dnd

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Asken Iras
Monk / Way of the Shadow
Class
Urban Bounty Hunter
Background
5
Level

Half-Orc
Race
True Neutral
Alignment
6,500
Exp. Points
Proficiency Bonus 3
Passive Wisdom 10
Strength

4
18

athletics 4
Dexterity

2
15

acrobatics 5
sleight of hand 2
stealth 5
Constitution

4
18

Intelligence

2
14

arcana 2
history 2
investigation 2
nature 2
religion 2
Wisdom

0
10

animal handling 0
insight 3
medicine 0
perception 0
survival 0
Charisma

-1
9

deception 2
intimidation 2
performance -1
persuasion -1
Other Proficiencies

Languages
  • Common
  • Orc
  • Dwarf
Weapons
  • Simple
  • Shortsword
Armor
  • N/A
Other
Thieves' Tools

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Alchemist's Supplies

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HP

58
Temp HP

0
Hit Dice

0
Armor Class

12
Speed

40
Initiative

2
Attacks & Spellcasting

Unarmored Attack +7 1d6+4 Bludgeoning
Quarterstaff (1H) +7 1d6+4 Bludgeoning
Quarterstaff (2H) +7 1d8+4 Bludgeoning
Dart +7 1d4+4 Piercing, Finesse

Minor Illusion

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object,such as a chair, muddy footprints, or a small chest,it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Darkvision
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Darkness

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Silence
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Pass Without Trace
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Fire Bolt

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Inventory

Weapons
  • Quarterstaff (Weapon of Warning)
  • Dart
  • Gloves of Firebolt
Armor & Clothing
  • Monk Outfit
  • Bracelet (Stone & Metal fused together)
  • Item
Food & Aid
  • 3 Healing Potions
  • 7 Rations
  • Waterskin
Misc
  • Dungeoneer's Pack
  • Alchemist's Tools
  • Thieves Tools
  • Sending Stones
Treasures
black velvet mask

stitched with silver thread.

2 Wrist Arm Cuffs

made of pretty metal, almost could be worn as waistbands. Obtained from a Balgura.

Lip piercing.

made of gold, half-pound. Obtained from a Balgura.

Currency

80
CP
36
SP
0
EP
183
GP
13
PP
Personality Traits

I make an attempt to always be calm, no matter what the situation. I never raise my voice or let my emotions control me.

I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideals

I'm loyal to my friends, not to any ideals.

Bonds

There is terrible things in my past that haunt me. I aim to learn and grow from it.

Flaws

I struggle with trying to move from my past.

Features & Traits

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Darkvision
Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Relentless Endurance
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Orcish Fury
Your inner fury burns tirelessly. You gain the following benefits:
Increase your Strength or Constitution score by l, to a maximum of 20.
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
28
Age
Nonbinary (He/Him)
Gender
6'6"
Height
235 lbs
Weight

Muscular
Build
Cold
Homeland
Bounty Hunter
Profession
Calm, Professional
Disposition
History

NOTE: HISTORY IS BEING REVAMPED.

Asken Iras is a nonbinary (he/him, they/them) half-orc with a rough life. Full of mistakes and regret. They've stolen from homes and stores, robbed people blind and burned bridges to survive for most of his teenage and earlier adult (in orc years, at least) life. There were a few times where they've ended up getting in kahoots in the criminal underbelly for almost two years. After realizing and learning that this is not good at all, he decides to change and become a bounty hunter, using what he learned to track his targets down.

Minus regretting committing crimes, Asken suffered from years of neglect, abandonment, and betrayal from his elders and peers. Becoming close friends with the half-orc is hard. Learning details about him is harder.

Their body tells a story, from the paint that they put on every morning to the scars that litter their body. To learn about the meaning and story behind even just one of them is a piece of knowledge that a person should hold very close.

Trivia

Asken has Anophthalmia. He was born with only one eye.
Asken does not drink.
He always carries his staff around with him, uses it as a walking stick.
Asken is the middlest of three brothers.
Oldest is Koras Iras and Youngest is Vers Iras. Both Koras and Asken want to shove Vers in a locker.
Due to being born and raised in a cold climate, it takes a lot for him to be bothered by the it.
That being said, he hates really hot climates.
Asken generally doesn't really talk a whole lot.
Due to people treating him like shit as a child, and not attempting to even bother listening to him. He mostly keeps to himself and talking is just, hard.
Links

Koras Iras
Asken's older brother. Monk/Warlock multi-class.
Vers Iras
Asken's younger brother. Rogue/Warlock multi-class. Is a cocky asshole.